Nice to see so much positive response! We (the other guy being Riteksi a few posts above, welcome to the forums) sure worked hard on this.
The game definitely draws some inspiration from roguelikes, including that you are supposed to die a lot. The original plan included things like dropping less valuable treasure in favor of better loot, but right now you just grab everything. Having random elements was an absolute must because I wanted to make a game I myself could play without knowing what's behind every corner.
The level generation (as are a couple other things) is done with C++, and is based on Jamis Buck's
D&D dungeon generator. It's probably not flexible enough for every project, but I might put up the plugin+source in case someone wants to dig into it.
There's also a Crimsonland-style minigame there. It's not very well hidden, but apparently no one has noticed it. I used to play it whenever I got frustrated with Construct or something
I'll make a 1.5 release with fixes and more feature sometime in the near future and post it to at least Construct Corner.